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[highlight](User was permabanned for this post ("Spambot" - Swebonny))[/highlight]
[QUOTE=Firegod522;28165396]env_projectedtexture[/QUOTE]
I don't believe so. Recent trailers and the fact that valve had been developing a new lighting system makes me think otherwise.
[QUOTE=Marcem;28170502]I don't believe so. Recent trailers and the fact that valve had been developing a new lighting system makes me think otherwise.[/QUOTE]
They are still using projected textures. The trailers are using a modified lighting system. You know how you see the volumetric lighting and what not? That is done in code. If you look in alienswarm code, there is a function for an "UberLightRig" Its expensive as fuck, but it doesn't matter since valve are pre rendering it. They are using the Source Film Maker to make it look better.
[QUOTE=Firegod522;28170607]They are still using projected textures. The trailers are using a modified lighting system. You know how you see the volumetric lighting and what not? That is done in code. If you look in alienswarm code, there is a function for an "UberLightRig" Its expensive as fuck, but it doesn't matter since valve are pre rendering it. They are using the Source Film Maker to make it look better.[/QUOTE]So how exactly do you also render insanely expensive things in live gameplay as well?
[QUOTE=Marcem;28171643]So how exactly do you also render insanely expensive things in live gameplay as well?[/QUOTE]
Show me where they are using something more advanced than the projected texture.
[QUOTE=Firegod522;28171708]Show me where they are using something more advanced than the projected texture.[/QUOTE]
[url]http://www.youtube.com/watch?v=hi67njpy8eI&feature=player_embedded[/url]
First 10 minutes or so of Portal 2. You can never really tell what lighting system they use. I think there are way too many dynamically lit bits to not be in a new lighting system. Test chamber 2 really shows it.
The lighting is very much different from what it used to be in portal.
It makes me think of the Mirror's edge lighting.
[QUOTE=Depth08;28172010]The lighting is very much different from what it used to be in portal.
It makes me think of the Mirror's edge lighting.[/QUOTE]
Kind of reminds me of that part in Mirror's Edge in the building that's under construction right before you meet Ropeburn.
Alright, Firegod asked me to come help him out, as I have play tested Portal 2. From the stuff I can say, Portal 2 is a huge advancement, but from what I could see in it, it is just an upgraded version of env_projectedtexture. Don't get me wrong, it looks great and all, but again from the looks of it, they cheated still and didn't bring in true Dynamic Lighting. It looks good, but it just seems like a modified engine, still same source engine and all, just upgraded to handle a higher amount of stress.
Doing
[URL]http://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Enabling_multiple_shadow_maps[/URL]
can get you the same effect. I don't know if it is the same thing as this, but from what I had seen it isn't far from it. Don't hold me on any of this, as I am not 100% sure.
Doing that code/fixes written in the VDC above I had gotten the same effect as lots of the stuff that valve has done, it doesn't looks bad at all it's just kind of, an inconvenience. Thats why I think valve took env_projectedtexture took the parts of the code that worked and just re-did all the parts that made it such a fail entity.
As I just play tested the game, I don't know for sure. I wish I could of looked at the code and the .vmfs of the maps, but I felt I was giving enough to just play test the game. I have play tested both Portal games and hope to play-test more games in the future.
As a last thing, the game looks amazing aesthetically, I wouldn't worry so much about it. From seeing the game it seems like they took parts of the normal Engine, AlienSwarm Engine, and Left 4 Dead Engine. Used the normal Source Engine for all the base code, used Alien Swarm Engine for lighting and details for aesthetics, and finally used the Left 4 Dead Engine for people with the older computers.
Hope I shined some light on the subject.
Also no disrespect to anyone, but Marcem, just saying you have 131 posts trying to argue with someone who has 8,422 posts and been in coding/mapping for a very long time., I don't know how much your into mapping and coding and all that stuff that Firegod and me love. Just trying to say Firegod is pretty smart when it comes to modding and in this general area.
[b]EDIT[/b]
LAST THING! lol uhh what I think they did was pretty much added projected texture from a light_spot, or recoded light_dynamic completely so they didn't have to have like a ton of entities for one spot.
You know projectedtexture doesn't lag like crazy just because it has a bunch of things using shadows right?
[media]http://www.gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer.Components.PostAttachments/00.00.27.71.12/pressdemo_5F00_sphere0058.jpg[/media]
This is a great example to see they are using projected textures.
[media]http://dl.dropbox.com/u/3779442/Screenshots/Projected_hug.jpg[/media]
From
[hd]http://www.youtube.com/watch?v=UgLgm_TN1gE[/hd]
That was an early screenshot. You can't really judge it from one of the very first screenshots. Later ones look much different. Sadly, you can't really tell what's going on with the lighting. But the fact that Valve was developing a new lighting system and the fact that you no longer see the default "flashlight" texture being projected (which really doesn't say too much), I'm thinking it's a new system.
[QUOTE=TH3_L33T;28172400]
Also no disrespect to anyone, but Marcem, just saying you have 131 posts trying to argue with someone who has 8,422 posts and been in coding/mapping for a very long time., I don't know how much your into mapping and coding and all that stuff that Firegod and me love. Just trying to say Firegod is pretty smart when it comes to modding and in this general area.[/QUOTE]
That's just an e-peen thing. I've been messing about with the source engine for a few years, I know what's going on. Also, when did you play Portal 2? Was it at E3? If so, you can't really judge it based on that. Back then, they probably were still using projected textures.
Maybe we should just email someone over at valve and cross our fingers.
[QUOTE=TH3_L33T;28172400]Alright, Firegod asked me to come help him out, as I have play tested Portal 2. From the stuff I can say, Portal 2 is a huge advancement, but from what I could see in it, it is just an upgraded version of env_projectedtexture.[/QUOTE]
I could have told you that just from talking to a dev. :v:
Also they fixed the grainy shadows that were in the early P2 images.
Might try making some maps again if they update it.
[QUOTE=Marcem;28173157]That was an early screenshot. You can't really judge it from one of the very first screenshots. Later ones look much different. Sadly, you can't really tell what's going on with the lighting. But the fact that Valve was developing a new lighting system and the fact that you no longer see the default "flashlight" texture being projected (which really doesn't say too much), I'm thinking it's a new system.
That's just an e-peen thing. I've been messing about with the source engine for a few years, I know what's going on. Also, when did you play Portal 2? Was it at E3? If so, you can't really judge it based on that. Back then, they probably were still using projected textures.
Maybe we should just email someone over at valve and cross our fingers.[/QUOTE]
I live near valve, I did it like a month ago. I play tested Portal 1 before a month before release. Hopefully gunna be able to play test EP3 in the coming year.
Projected textures: [img]http://dl.dropbox.com/u/3779442/Screenshots/Projected_hug.jpg[/img]
PROPER DYANMIC LIGHTING: [img]http://dl.dropbox.com/u/7340612/sdk_vehicles0034.jpg[/img]
U jelly, Valve?
[QUOTE=Legend286;28210187]Projected textures: [img_thumb]http://dl.dropbox.com/u/3779442/Screenshots/Projected_hug.jpg[/img_thumb]
PROPER DYANMIC LIGHTING: [img_thumb]http://dl.dropbox.com/u/7340612/sdk_vehicles0034.jpg[/img_thumb]
U jelly, Valve?[/QUOTE]
I think its funny that the player isnt casting a "dynamic" shadow onto the rocks ....
(assuming the light-source is that glowing ball)
[QUOTE=glitchvid;28213268]I think its funny that the player isnt casting a "dynamic" shadow onto the rocks ....
(assuming the light-source is that glowing ball)[/QUOTE]
You can see the actual light is above the rock grouping, not by it.
[quote]Editing Tools: Portal 2 editing tools will be included. Note: To be made available [U]after launch[/U].[/quote]
in other words.
[quote=kukiric][media]http://www.youtube.com/watch?v=otCpCn0l4Wo[/media][/quote]
knowing valve's delays and what not.
hopefully they don't take six months.
[QUOTE=kukiric;28215105]You can see the actual light is above the rock grouping, not by it.[/QUOTE]
Yeah I noticed that after I posted, sorta stupid that the big glowing ball isnt emiting light ... the player is; anyway Projected-textures and that system basically reproduce the same effect.
[QUOTE=glitchvid;28224181]Yeah I noticed that after I posted, sorta stupid that the big glowing ball isnt emiting light ... the player is; anyway Projected-textures and that system basically reproduce the same effect.[/QUOTE]
The reason there's a glowing orb is because phong is enabled on all surfaces for testing purposes.
[img]http://dl.dropbox.com/u/7340612/sdk_vehicles0042.jpg[/img]
Oh and have fun doing this with projected textures, the distance-based feathering will kill you.
[QUOTE=Legend286;28228036]The reason there's a glowing orb is because phong is enabled on all surfaces for testing purposes.
[img_thumb]http://dl.dropbox.com/u/7340612/sdk_vehicles0042.jpg[/img_thumb]
Oh and have fun doing this with projected textures, the distance-based feathering will kill you.[/QUOTE]
farz 99999999999999999999999999
:buddy:
[QUOTE=Firegod522;28229730]farz 99999999999999999999999999
:buddy:[/QUOTE]
Good luck.
dear mr gabe newel
please add support for triangular shaped displacments
with love
gerbile5
[QUOTE=gerbile5;28242273]dear mr gabe newel
please add support for triangular shaped displacments
with love
gerbile5[/QUOTE]
Hi Gerbile, this is Gabe Newell. I have read your email and suggest you simply overlap edges without merging them for triangle displacements, nothing bad will happen.
Gabe.
[QUOTE=Firegod522;28217608]in other words.
knowing valve's delays and what not.[/QUOTE] If it's still hammer, we're good! They got L4D tools out decently fast. If it's not hammer and all, expect it after a few (thousand) years.
[QUOTE=Legend286;28210187]Projected textures: [img_thumb]http://dl.dropbox.com/u/3779442/Screenshots/Projected_hug.jpg[/img_thumb]
PROPER DYANMIC LIGHTING: [img_thumb]http://dl.dropbox.com/u/7340612/sdk_vehicles0034.jpg[/img_thumb]
U jelly, Valve?[/QUOTE]
I'm not saying source doesn't have a fucked up relationship between static and real time lighting, but I think it's doing better than that mod for looks. There's more in a convincing scene than putting a whole bunch of cheap looking effects together.
[QUOTE=Philly c;28250206]I'm not saying source doesn't have a fucked up relationship between static and real time lighting, but I think it's doing better than that mod for looks. There's more in a convincing scene than putting a whole bunch of cheap looking effects together.[/QUOTE]
Yeah because the mod is totally finished and that's a polished map and not a test at all.
Yeah, I'm pretty sure that the map was made as a tech demo for what he had made, not an actual mod as of yet.
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